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  1. #111
    Player
    Skeloton's Avatar
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    May 2011
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    Character
    Torvidna Melanna
    World
    Zodiark
    Main Class
    Thaumaturge Lv 16
    DarkOrca, I was thinkning of something akin to the Limit bar from FF7 where the more damage you take the more the bar fills up, when its filled you can use a limit break. Or like FF8 when you had to be in critical health and/or under the status effect of Aura.

    trying to think of a Botany secondary LB/OD but does Dark Harvest sound like something for DoL or DoW/M
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    'United we stand, Divided they fall'

  2. #112
    Player
    Kashius's Avatar
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    Mar 2011
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    7
    Character
    Kashius Bamdonculous
    World
    Ragnarok
    Main Class
    Arcanist Lv 15
    I think these would have to be modes that you entered instead of the big flashy moves. In an MMO the rest of the game does not stop while you go through your 10-30s long animation to hyper-dominate the mob. If the animations were too much shorter than that, it wouldn't be much of a limit.

    I liked what the OP posted several posts back - the one for GLA was ridiculously awesome (take no damage for Xsec and deal all damage that would have been received after duration - that shit is mean).

    The gauge would need to fill pretty slowly, I don't think a reset would be necessary before a boss fight, just upon entering an instance. Each class should have 2-3 limit gain conditions vs. a single condition so that you aren't stuck not building limit as a tank because someone keeps pulling the mob off you. Limit gain should still be related to basic class functions. ALL classes should gain limit from taking damage at a rate of (approx.) 1000 damage = 1 tick.

    EX: (Limit gains are in addition to damage taken)

    Limit Gauge = 100 ticks

    GLA Limit Gain: DMG (200:1), Block (.5:1 - partial/1:1 - full)
    Limit Break: What OP said for GLA PLUS all engaged mobs focus on GLA only (w/radius limitation). Damage returned is single target with percentage to other engaged mobs

    ARC Limit Gain: DMG (350:1), Miss (1:1)
    Limit Break: 10sec of - 100% Critical, 50% reduced enmity, TP return on WS DMG (50%), Multishot automatically nocks 2 arrows

    THM Limit Gain: Sacrifice HP Lost (50:1), Enfeeble (1:1), Resist (.5:1 - partial/1:1 - full)
    Limit Break: 30sec of - DOTs applied to targets return % of DMG to party as HP, Cannot be resisted, Phantom Dart drains MP from target on hit, Scourge does increased damage per DOT (removes DOTs)

    MAR Limit Gain: Parry (1:1), DMG (250:1), .25/10s of Steadfast
    MAR Limit Break: 20s of - +70% enmity gain, Every attack made/taken increases Attack +10% (base), Cannot miss, On activation all mobs in COE take damage

    PUG Limit Gain: Dodge (1:1.5), DMG (300:1)
    Limit Break: 20s of - +50% enmity gain, +50% dodge chance (100% possible), 100% Counter (single hit, 100% CRIT, 25% 2sec stun) when any engaged enemy hits/misses/PUG dodge

    Each mode would be signaled by an impressive animation (5s max duration or so) to indicate that the character is in beast mode. Just some ideas I came up with - love the idea!
    (0)
    -Kash

  3. #113
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    Quote Originally Posted by Skeloton View Post
    DarkOrca, I was thinkning of something akin to the Limit bar from FF7 where the more damage you take the more the bar fills up, when its filled you can use a limit break. Or like FF8 when you had to be in critical health and/or under the status effect of Aura.

    trying to think of a Botany secondary LB/OD but does Dark Harvest sound like something for DoL or DoW/M
    But that would force all mages to run to front line to get damage! Every pt member will rush to mob to get the damage lol. Would look funny and chaotic!
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  4. #114
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    Gridania
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    112
    Quote Originally Posted by Eccocid View Post
    But that would force all mages to run to front line to get damage! Every pt member will rush to mob to get the damage lol. Would look funny and chaotic!
    Yeah lol. That's why the bar would have to be based on class/job specific factors.
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  5. #115
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    Quote Originally Posted by ClashBlades View Post
    Yeah lol. That's why the bar would have to be based on class/job specific factors.

    What about instead of having an individual overdrive bar, having one bar for only LIGHT or FULL parties?

    It only fills when party has 4 or 8 members. And gives some sort of boost to every pt member. Tho since battles can take a small amount of time. This bar should have a timer.

    Lemme explain;
    1.Party engages mobs. Kills them and gains 250 OD points.
    2.Party looks for more mobs meanwhile OD points start to decrease.
    3.Party gets in to fight and OD points start to fill again.
    4. When it reaches to lets say 1000 everyone activates it in a way like battle regiments.
    5.Something big happens. Maybe a temporary HP boost, heal, a summon?
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  6. #116
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    Quote Originally Posted by Eccocid View Post
    What about instead of having an individual overdrive bar, having one bar for only LIGHT or FULL parties?

    It only fills when party has 4 or 8 members. And gives some sort of boost to every pt member. Tho since battles can take a small amount of time. This bar should have a timer.

    Lemme explain;
    1.Party engages mobs. Kills them and gains 250 OD points.
    2.Party looks for more mobs meanwhile OD points start to decrease.
    3.Party gets in to fight and OD points start to fill again.
    4. When it reaches to lets say 1000 everyone activates it in a way like battle regiments.
    5.Something big happens. Maybe a temporary HP boost, heal, a summon?
    I personally like the idea of individual limit breaks that can link together, but this idea is definitely good. You may want to think about presenting it in another thread. I can totally see a party move or buff based on a team bar. You could even make the "team bar" execute a team move. This would work because you could have a cinematic scene. The problem that limits the extravagance of individual limit break moves is the amount of time a character would take to execute a visually appealing action and the overall effect on the party. With a team move the whole team would be isolated and it could take no damage during the duration of that cinematic. This idea is very different to mine and would be separate from the Overdrive/Limit Break I proposed. I urge you to start a new thread and push this idea. It is an interesting idea that deserves to be heard on a larger scale. You may want to leave out the light/full party requirement and just say party though.
    (0)
    Last edited by ClashBlades; 06-27-2011 at 06:39 AM.

  7. #117

  8. #118
    Player
    Skeloton's Avatar
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    May 2011
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    154
    Character
    Torvidna Melanna
    World
    Zodiark
    Main Class
    Thaumaturge Lv 16
    Quote Originally Posted by Eccocid View Post
    But that would force all mages to run to front line to get damage! Every pt member will rush to mob to get the damage lol. Would look funny and chaotic!
    not necessarily, a AoE spell could draw some hate or AoE attacks/spells by enemies causing some damage
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    'United we stand, Divided they fall'

  9. #119
    Player
    Kiara's Avatar
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    Mar 2011
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    Gridania
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    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by ClashBlades View Post
    Keep up the positive posts guys. I'm confident we can get the devs to consider this concept. Every concept has flaws, but the fundamental idea is what I'm trying to push.



    Here are clips of some of the older ones:

    http://www.youtube.com/watch?v=v2xtggrMFWo

    http://www.youtube.com/watch?v=AnAFO...eature=related


    *Imagine some of that with these graphics
    Hi ClashBlades,

    Great thread! I'm glad to hear Matsui-san is possibly considering something like Limit Breaks after the base Battle System changes.

    I think Limit Breaks / Overdrives are something that has become part of the "Final Fantasy" fabric. It's something fans and non-fans come to expect from a "Final Fantasy" game (like the Summons). However it's implemented, I would hope we get something with the visual flair and panache of some of the examples shown in the 2 video links quoted above.

    Bad-ass, epic, exciting!

    In regards to concerns brought up in this thread by some about it being a real-time MMO game, and everyone being stuck, as long as it's not too long (nothing like "Knights of the Round" in FF VII), I think having a little cinematic flair goes a long way. It's one of the disappointing things about Summoners in FF XI: Their finishing moves were a shadow of the grandeur of the trademark Summon Finishing Moves from all other Final Fantasy games (of course it's real-time and their are other players so there's a limit, I know), but you can still make something amazing, powerful and something that makes you shout, "YES!!!" in a short amount of animation time.

    Clash, you might consider updating your Original Post with the 2 Video Links quoted above. They sum up the spirit of what you're going for very well. Cloud's Omnislash was pretty amazing. And hopefully it's a good reminder for any Dev Team member that might come across your post in the future. Thanks!
    (1)

  10. #120
    Player
    Alise's Avatar
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    Mar 2011
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    1,071
    Character
    Alise Reinhart
    World
    Tonberry
    Main Class
    Gladiator Lv 80
    lovely, and i prefer deadly ability from the bar more than just special mode. it could be primal summon like ff12 and ff13.(that is not be able to use often)

    Most of the modern FF-series doesn't require you to be summoner to be able to summon primal, and, for the later ones, they tend to be kind of last result to use in real hard fight or when you near dead. Ifrit sense primal spirit inside of our body in story quest R38 too, so it would fit into the concept!!

    (and if summoner class still exist in this game, then they can still continue to summon their little FF11-style primal. Not the uber FF12,FF13 style one.)
    (0)
    Last edited by Alise; 07-03-2011 at 10:56 PM.

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